He is the strong link. He is the center and the mountain.
Plus, two new casting tradition for shamanic and elemental characters.
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The Walking Hill (Shamanic Striker)
Half-orc striker 1 (Elemental Fist)
LG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft., Perception +1
Defense
AC 11, touch 11, flat-footed 11 (+1 Constitution)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +1. +4 on Fort vs. nonlethal damage from hot or cold environments, or damage from suffocation
Defensive Abilities orc ferocity
Offense
Speed 30 ft.
Melee unarmed strike +5 (1d4+3, 19-20, +1 damage on a critical hit)
Ranged Tiny rocks +1 (1d6+3)
Special Attacks elemental tension, orc ferocity, tension techniques
Magic
Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Earth-Bound (Drawbacks: Down to Earth, Material Focus [stone] [Creation], Energy Focus [acid, crystal, or stone] [Destruction], Limited Telekinesis [stone] [Telekinesis], Limited Warp [requires uncovered earth or stone] [Warp]); CAM Wis
Spell Points 2
Nature Sphere - DC 11; Duration 1 round, Concentration; Range Close (25 ft.); Package Earth; Talents Friend To Wildlife (animals), Speak With Wildlife (animals); Drawbacks none
- Geomancing (earth: Bury, Dust Storm, Tremor)
- Spirit (Friend To Wildlife, Speak With Wildlife)
Martial
Tradition Giant (Equipment: Rock Toss, Critical Genius; Brute sphere: Muscular Surge); PAM Con
Brute sphere - DC 12, Talents Muscular Surge, Unstoppable, Drawbacks none
- shove (inflict the battered condition and bludgeoning damage through impact)
- muscular surge (bonus +1 to jump and on Strength checks)
- unstoppable (push your way through obstacles blocking your charging path)
Equipment sphere - DC 12, Talents Rock Toss, Critical Genius
- rock toss (catch and hurl rocks)
- critical genius (deal additional damage with a critical hit with selected weapon)
Statistics
Str 17, Dex 10, Con 14, Int 12, Wis 13, Cha 13
Base Atk +1; CMB +4; CMD 15
Traits Iron Control, Steel Body
Feats Endurance*, Weapon Focus (unarmed strike)
Skills Craft (wood) +5, Handle Animal +2, Intimidate +5, Knowledge (nature) +5, Ride +4, Survival +5
Languages Common, Orc, Sylvan
SQ orc blood, shaman’s apprentice, tension (2 points)
Gear beast-training kit (15 gp), brawler’s kit (9 gp), horse (75 gp), masterwork survival kit (50 gp), 1 gp
Build
The Walking Hill is built with a 20-point buy and 175 gp starting wealth. Favored Class Bonus is +⅓ virtual talent in an unarmed sphere for the purposes of determining the damage of unarmed strikes (orc FCB). If using a lower point buy, you can lower Dexterity, Intelligence, and Charisma. If using a higher point buy (or rolling really well), your most important attributes are Constitution and Strength. Constitution is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, and it also raises your hit points and Fortitude saves and increases your AC, thanks to the striker’s AC bonus feature; Strength makes you a fearful combat machine. A high Wisdom is recommended too, to increase your Will save and many useful skill checks.
How to Play a Walking Hill
Proud of your origins and tribal traditions, you nevertheless strive for a lasting peace between orcs and humans. Gentle and reflexive, you would rather continue your shamanic training or work with horses and other animals than fight, but any threat to your friends or your people raises a great rage in you. You are fiercely loyal to those you love, and try to defeat your enemies without killing them.
Future Abilities
Magic Talents Nature’s Weapon, Resist Elements, Speak With The Elements
Martial Talents Berserker Sphere, Crushing Thrower, Deathless, Earthquake Stomp, Embracing Bear, Giant, Giant Physique, Greater Sunder, Iron Grip, Power Bomb, Shatter Earth, Smash, Stampede, Throw, Titan, Wrestling Sphere
Striker Arts Adrenaline Surge, Critical Tension, Enduring Critical, Iron Body, Piercing Fist, Unarmored Striker, Wild Charge
Feats Giantslayer, Great Fortitude, Heroic Reserve, Intimidating Prowess, Nature Soul, Power Attack, Titan Breaker, Toughness, Tribal Scars (slothjaw)
Skills Handle Animal, Knowledge (nature), Ride, and Survival are the most useful skills for this character. Put some ranks in Intimidate and Craft (wood) too.
New Casting Traditions
Earth-Bound
An earth-bound caster made a pact with the spirits of the earth, and this element lends the caster its strength.
Casting Ability Modifier: Wisdom
Drawbacks: Down to Earth, Material Focus (stone) (Creation), Energy Focus (acid, crystal, or stone) (Destruction), Limited Telekinesis (stone) (Telekinesis), Limited Warp (requires uncovered earth or stone) (Warp)
Boons: None
Shamanic
Shamanic casters come from tribal cultures that use ritual scars or tattoos to sign their belonging. They revere nature and the spirits that dwell in it, allying with them to obtain power.
Casting Ability Modifier: Wisdom
Drawbacks: Innate Curse, Witchmarked
Boons: Deathful Magic